Blueprint actor component properties do not automatically flush dormancy when set

UE - Networking - Aug 8, 2023

UK2Node_VariableSet::ShouldFlushDormancyOnSet only returns true for classes that derive from AActor. This leads to inconsistent behavior, as the owning actor will not have FlushNetDormancy called on ...

The pak file specified in PakFileRules is not created correctly

UE - CoreTech - Aug 8, 2023

The rules by which chunks are created are ambiguous and currently do not ensure that both PakFileRules and PrimaryAssetLabel settings are reflected. In this sample, depending on the PrimaryAssetLabe ...

Gameplay Effects with instant duration fail to be predicted if a duration magnitude was previously set

UE - Gameplay - Gameplay Ability System - Aug 4, 2023

The Duration Magnitude property is not zeroed out if a Gameplay Effect's duration policy is changed from HasDuration to Instant. As a result, UAbilitySystemComponent::ApplyGameplayEffectSpecToSelf e ...

BoneList and BoneFilterActionOption in LOD0 of LODSettings are displayed after editing other LOD level

UE - Anim - Runtime - Jul 31, 2023

BoneList and BoneFilterActionOption in LOD0 of LODSettings are filters by the following code. void FSkeletalMeshLODSettingsDetails::CustomizeDetails(IDetailLayoutBuilder& LayoutBuilder) { ... st ...

Inaccurate motion vectors when using different position binding in renderer

UE - Niagara - Rendering - Jul 27, 2023

Even though the particles are not moving, and the velocity is zero, the output motion vectors are non-zero. This seems to only happen if using two sources of particle positions.  ...

BP property initialization fast path does not handle non-instanced properties assigned to default subobjects correctly

UE - Gameplay - Blueprint - Jul 27, 2023

Non-instanced object ref properties are incorrectly being skipped at property initialization time when Blueprint class instances are spawned with the fast property initialization path enabled. This ...

NiagaraComponent attached to the character won't stay active when travelling to a new level using seamless travel

UE - Niagara - Jul 27, 2023

The pawn character is added to APlayerController::GetSeamlessTravelActorList, so it'll be persisted during server travel. The Niagara component is spawned during BeginPlay and activated manually. W ...

WorldPartitionRenameDuplicateBuilder rename breaks soft object refs

UE - World Creation - Worldbuilding Tools - World Partition - Jul 26, 2023

Renaming map using builder will break soft obj refs and warnings will also appear in the log: Warning: Serialized Class /Script/Engine.World for a property of Class /Script/Engine.Actor. Reference ...

UFE: Can't delete custom launch profiles

UE - Editor - UI Systems - Jul 26, 2023

The confirmation message will fails spawning with the following messages in the log:  [2023.07.25-20.04.01:038][  0]LogWindows: Error: Failed to create dialog. The specified resource type cannot be ...